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Amelia's Canvas of Magic

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1

Mustang's Flame Alchemy

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (an inscribed magic circle)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

A spark erupts into a torrent of flame from your hand. Choose up to eight creatures within range. If you don't know their location or can't see them, you can choose a 5 foot cube in place of one or more of the creatures. Any creature chosen or in a chosen space is a target and must make a Constitution saving throw. A target takes 3d10 fire damage on a failed saving throw and is blinded or deafened (your choice) until the end of their next turn, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d10 for each slot level above 3rd.

Black Fireball

5th-level evocation


  • Casting Time: 1 action
  • Range: 180 feet
  • Components: V, S, M (sulfur and ash)
  • Duration: Concentration, up to 1 round
  • Classes: Sorcerer, Warlock, Wizard

A maelstrom of swirling black fire appears near your hands. On your next turn, you choose a spot within range as an action, provided this spell hasn't ended. The maelstrom disappears from your hands and reappears centered on that point, grown exponentially. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 necrotic damage on a failed save, or half as much damage on a successful one.

The maelstrom spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried, and it withers nonmagical plants.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.

Saving Hand

3rd-level evocation


  • Classes: Cleric, Druid, Paladin
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S (clasping hands with the target)
  • Duration: Instantaneous

You leap to the air, flying towards a creature within range, taking their hand and rejuvenating them. They regain a number of hitpoints equal to 3d10 + your spellcasting ability modifier, can immediately stand if they are prone, and lose one disease or condition afflicting them, which could be blinded, deafened, or poisoned.

Additionally, after you heal the target, each creature
of your choice within 30 feet of you must succeed on a Strength saving throw or be pushed back 15 feet by a
blast of divine light emitted from your hands.

Created by SwordMeow, art by Wesley Burt for MTG
"Saving Hand" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Entomb

3rd-level necromancy


  • Classes: Cleric, Druid, Paladin, Ranger, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of nails)
  • Duration: Instantaneous

You choose a creature within range to magically
construct a coffin around, shutting them inside with overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, stabbed
with a thousand blades, and magically dealt 5d12
piercing damage. The coffin turns to ash at the
start of its next turn. The creature has total
cover while it lasts and can't move or escape
by any means other than teleporting. On a
success, the creature takes half as much
damage and the coffin immediately fades.

An undead that has advantage on saving throws
against or is immune to effects that turn undead has disadvantage on its saving throw against this spell.

At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage increases
by 1d12 for each slot level above 3rd.

Created by SwordMeow
Art by Anton Fedotov

SwordMeow

Discord of Many Things - Discord.gg/JSArr5p

1

Fracture Spirit

3rd-level illusion


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

When you cast this spell, you magically replicate a hall of mirrors for yourself in thin air. For the duration an illusory double of you spawns every 5 feet that you move, staying in that space but still appearing as if it were you; for example, if you speak, they all seem to speak. When you end your turn under this spell, you can immediately choose one double to swap places with.

A creature with truesight sees the illusions and you
for the reality, and any creature can make an Intelligence (Investigation) check as an action against your spell save DC to determine which is the real you, if any, among those it can see. On a success, it knows which is real until you make more doubles. A double dissipates upon being attacked or forced to save or contest an ability check,
and all doubles dissipate when the spell ends.

Created by SwordMeow, art by VictorAdameArt
"Thunderbolts" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Amelia's Painted Tie

5th-level necromancy


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 1 round

When you cast this spell, choose two creatures you can
see within range. An infinity symbol appears between them, each of them in the center of a loop. When the
first creature is damaged, the second creature regains
an amount of health equal to the damage dealt. This
lasts until the end of your next turn when spell ends
or 80 damage is dealt to the first creature, whichever comes first.

At Higher Levels. When you cast this spell with a
spell slot of 6th level or higher, the second creature
regains health until the spell ends or an additional
20 damage is dealt per spell slot above 5th level.

Created by SwordMeow Art by Svetla Tancheva

"Liliander's Hellspear" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Freeze

3rd-level transmutation


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You grasp the flesh or armaments of a creature and disperse their heat to the air, freezing them. The target must make a Constitution saving throw. On a failure, it is paralyzed. At the end of its next turn, it must make another Constitution saving throw, and it does so with advantage if it is Large or larger. The spell ends on a success, but on a failure, it is petrified, turned to ice. The creature can repeat the saving throw at the end of each of its turns, ending the effect completely on a success.

If the spell lasts for its entire duration and the creature failed every save, it is permanently turned to ice, which does not melt naturally, even through a blazing summer.

Created by SwordMeow
Art by Summer Sanchez

Liliander's Hellspear

3rd-level evocation


  • Classes: Paladin, Ranger, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a burning incorporeal spear and launch it towards a target within range. Make a ranged spell attack against that target. If there are any creatures 10 feet or less directly behind the target from you in a line and the attack roll would also hit them, they are also hit. On a hit, a creature takes 3d10 piercing and 3d10 fire damage. Additionally, their speed drops to 0 until the start of your next turn, when the spear dissipates.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage or the fire damage (your choice) increases by 1d10 for each slot level above 3rd.

Created by SwordMeow, art by Eric Deschamps of MTG

Objectify

2nd-level transmutation


  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Range (30 feet)
  • Components: V, S, M (piece of a mimic's corpse)
  • Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You transform that creature into a nonmagical object. An unwilling creature can make a Wisdom saving throw, and if it succeeds, isn't affected by this spell. A target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.

The target transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The target gains 10 temporary hit points. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points, dies, or the spell ends. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature has no memory of time spent in this form after the spell ends and it returns to its normal form.

Created by SwordMeow, art by James Ryman of MTG
"Object Polymorph" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Aspect of Pride

6th-level conjuration


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

If you are in complete darkness when you cast or for the duration of the spell, the spell immediately fails and ends. For the duration, black shadowy tendrils with many eyes and teeth surround you, waiting for a command.

When you cast the spell, a tendril stretches out to a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 6d12 piercing damage and is moved 10 feet in any direction of your choice except up. On each of your turns until the spell ends, you can use your action to outstretch tendrils again, targeting the same point or a different one.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d12 for each slot level above 6th.

Created by SwordMeow
Art by dragseal

Thunderbolts

3rd-level evocation


  • Classes: Druid, Paladin, Ranger,
    Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Instantaneous

You spawn three thunderbolts in your hand,
shimmering and sounding with radiance and
power. You can hurl them at one target or several.

Make a ranged spell attack with each ray. On a hit, a target takes 3d8 thunder or radiant damage (your choice when you cast the spell). You can forgo one of the d8s on a hit to knock the creature prone if it is Large or smaller.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional thunderbolt for every two slots above 3rd.

Created by SwordMeow, art by Titus Lunter of MTG
"Thunderbolts" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Fist

3rd-level conjuration


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A magic gauntlet envelops your fist. You can't wield a weapon in this hand and you can't cast spells with a casting time of 1 action or longer. Your AC becomes 17 if it wasn't already higher, and when you cast this spell and as an action while the spell lasts, you can choose an option below. When the spell ends, the gauntlet fades slowly,
and the spell's effects last until the end of your next turn.

Punch. Make a melee spell attack against a creature within 5 feet of you and add your Strength modifier to
the attack roll. On a hit, a target takes 3d6 + your Strength modifier in bludgeoning damage and is grappled by you if
it is Huge or smaller. Grapple and shove checks with this hand are Athletics (Strength) + your spellcasting ability modifier, and you can grapple and shove Huge creatures.

Crush. You smash a grappled creature in your fist. The target automatically takes 2d6 + your Strength modifier in bludgeoning damage and is restrained until the end of your next turn or until your grapple ends.

Toss. You toss a Huge or smaller creature within 5 feet of you back a number of feet away from you up to 5 x (your spellcasting ability + your Strength modifiers). A creature can make a Strength saving throw to avoid being tossed. A tossed creature takes 3d6 bludgeoning damage, or twice as much if it collides with an object or creature that is a size smaller than it or larger. If you toss a creature you are grappling, you can choose to toss it down or any
horizontal direction, and you can toss it twice as
far, ending the grapple on either a success or fail.

Created by SwordMeow. Patreon.com/meowmagic
"Fist" is unofficial Fan Content permitted under the
Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards
of the Coast. ©Wizards of the Coast LLC.

Gloves of Ember

Evocation cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Special (see below)

Your hands erupt in flaming gloves of ember, harmless
to you but deadly to others. Make a melee spell attack against a creature within range. You have advantage
if the target of the attack is a plant. On a hit, the
target takes 2d4 fire damage. A creature reduced
to 0 hitpoints with this spell burns for 1 minute,
its body taking 1 fire damage at the start of each
of your turns, unless a creature douses it as an action.

The gloves of ember dissipate at the start of your
next turn. While they last, you can attack with them as
an opportunity attack, with the same attack and damage.

This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Created by SwordMeow. Patreon.com/meowmagic
"Gloves of Ember" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.

Opposing Force

2nd-level abjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage from a melee attack
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You revert some or all of the force of an attack against
you back against the foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce the oncoming damage by the result, and the attacker takes the amount reduced in damage of the same type it dealt.

Created by SwordMeow. Patreon.com/meowmagic
"Opposing Force" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.

Mantis Knight Blade

2nd-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a staff worth at least 5 gp)
  • Duration: Concentration, up to 1 minute

You magically part a nonmagical staff, summoning
a weapon of the feywild used by the nimblest of
their knights, the Mantis. This magic weapon
counts as a simple melee weapon with which
you are proficient. It deals 2d6 slashing
damage on a hit and has the finesse property.
When you roll the same result on both of the
first two damage dice, you can immediately make
another attack against the same target, potentially
provoking this feature again. Additionally,
when you attack charmed targets with this
weapon, you make the attack roll with advantage.

The spell ends if you cast it again or if you let go of
the weapon. When the spell ends, the staff grows back together, the weapon returning to its Mantis in the feywild.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

Created by SwordMeow. Patreon.com/meowmagic
"Mantis Knight Blade" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.

Created by SwordMeow. Patreon.com/meowmagic
"Corrode Inner Flesh" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.

Corrode Inner Flesh

5th-level evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of acid worth 25 gp or more, which the spell consumes)
  • Duration: Instantaneous

You shove an acid vial inside the body of a creature
and exponentially intensify the acid within. Any creature that lacks an organic body is immune to this spell, such as elementals, constructs, and creatures with the incorporeal movement feature.

A creature you touch must make a Constitution saving throw. On a failed save, the target is eaten from the inside out by corrosion, taking 12d4 acid damage and another 6d4 acid damage at the end of its next turn. On a success,
a creature takes half the initial damage and no damage
at the end of its next turn.

If a creature is reduced to 0 hitpoints by the acid
damage from this spell, it explodes in a radius of 15
feet. Any creature other than you caught in the radius
must make a Constitution saving throw, taking 4d4 acid damage and another 2d4 acid damage at the end of its next turn, or half the initial damage on and no damage at the end of its next turn a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage the first target takes increases by 2d4 for each slot level above 5th.

Prayer for the Wicked

9th-level abjuration


  • Classes: Bard, Cleric, Druid, Sorcerer,
    Warlock, Wizard
  • Casting Time: 1 hour
  • Range: Sight
  • Components: V, M (a magic weapon, thrust into the
    heart of a titan, laid upon an altar to an extraplanar
    deity, all of which the spell consumes by burning
    it to ash when the spell is cast)
  • Duration: Until the army is no more

You prepare an army for interplanar war. Until the
spell ends, any number of creatures you choose
that you can see are soldiers in this army. Choose aberrations, celestials, elementals, fey, fiends,
or undead. A soldier gains resistance to the damage
dealt by the chosen type, has advantage on saving
throws against those creatures, and any attack a
soldier hits them with becomes a critical hit.
Finally, the soldiers' attacks become magical.

This spell can't be dispelled by dispel magic.
You can discharge any number of soldiers at any
time or disband the army, causing them to lose the
benefits of the spell. A soldier who dies also loses the spell's benefits. You can't cast this spell again while
any creature remains in the army.

Created by SwordMeow. Patreon.com/meowmagic
"Prayer for the Wicked" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of
the materials used are property of Wizards
of the Coast. ©Wizards of the Coast LLC.

Glasswings

2nd-level conjuration


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Wings of glass unfold from your back. You gain
a flying speed of 30 feet. Additionally, if you are
adjacent to a creature, you can give up some or
all of your remaining flying speed to strike it with
your glass cut wings. Make a melee spell attack
against the creature. On a hit, it takes 1d6 slashing
damage for every 5 remaining movement you gave up,
to a maximum of 30. Additionally, the creature's speed is reduced by 15 until the end of its next turn. The spell ends at the end of your turn, the wings shattering to glitter and fading away.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 10 feet of flying speed for each slot level above 2nd, and you can gain damage to a maximum increased by the same amount.

Created by SwordMeow. Patreon.com/meowmagic
"Glasswings" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Call Treant Spirit

4th-level conjuration


  • Classes: Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a Large or Huge tree, awakening its spirit for a moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of wilderness.

If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself, charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 force damage, or half as much on a miss.

After answering 3 questions or making its attacks, the tree takes root in its current location, ends any grapples, becomes a normal tree once again, and the spell ends.

Maegis

7th-level abjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ornate shield worth
    1,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You shatter a valuable shield, moving its thousand
tiny pieces over the skin of a creature, a protective
magic filling in the gaps between each piece, forming
its aegis. Until the spell ends, the target has resistance
to all damage except force damage.

As an action, you can dismiss this spell and cause
the aegis to explode. Each creature of your choice that
you can see within 30 feet of the aegis wearer must make
a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success.

Created by SwordMeow. Patreon.com/meowmagic
"Maegis" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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